Implement texture UV transpose in the gles3 renderer
Now tilemap rotations work again \o/
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2 changed files with 10 additions and 10 deletions
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@ -574,6 +574,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
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Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
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if (rect->flags & CANVAS_RECT_FLIP_H) {
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src_rect.size.x *= -1;
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@ -584,12 +585,12 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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}
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if (rect->flags & CANVAS_RECT_TRANSPOSE) {
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//err..
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dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
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@ -1207,11 +1208,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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last_blend_mode = blend_mode;
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}
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state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
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ci->final_modulate.r * p_modulate.r,
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ci->final_modulate.g * p_modulate.g,
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ci->final_modulate.b * p_modulate.b,
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ci->final_modulate.a * p_modulate.a);
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state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
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state.final_transform = ci->final_transform;
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state.extra_matrix = Transform2D();
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@ -116,9 +116,12 @@ void main() {
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#ifdef USE_TEXTURE_RECT
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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highp vec4 outvec = vec4(dst_rect.xy + dst_rect.zw * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0);
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if (dst_rect.z < 0) { // Transpose is encoded as negative dst_rect.z
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0);
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#else
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uv_interp = uv_attrib;
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